-#define RAPTOR_MIN '-40 -40 0'
-#define RAPTOR_MAX '40 40 40'
-
-float raptor_movestyle;
-float raptor_turnspeed;
-float raptor_turnroll;
-float raptor_pitchspeed;
-float raptor_speed_forward;
-float raptor_speed_strafe;
-float raptor_speed_up;
-float raptor_speed_down;
-
-float raptor_bomblet_waves;
-float raptor_bomblet_wavefirst;
-float raptor_bomblet_wavenext;
-float raptor_bomblet_wawespread;
-float raptor_bomblets;
-float raptor_bomblet_damage;
-float raptor_bomblet_edgedamage;
-float raptor_bomblet_radius;
-float raptor_bomblet_force;
-float raptor_bombs_refire;
-
-float raptor_beam_dps;
-float raptor_beam_fops;
-float raptor_beam_aps;
-float raptor_beam_size;
-float raptor_beam_leangth;
-float raptor_beam_refire;
-
-float raptor_shield_max;
-float raptor_shield_regen;
-
-float raptor_health_max;
-float raptor_health_regen;
-
-float raptor_energy_max;
-float raptor_energy_regen;
+#ifdef SVQC
+#define RAPTOR_MIN '-80 -80 0'
+#define RAPTOR_MAX '80 80 70'
+
+float autocvar_g_vehicle_raptor_respawntime;
+
+float autocvar_g_vehicle_raptor_movestyle;
+float autocvar_g_vehicle_raptor_turnspeed;
+float autocvar_g_vehicle_raptor_pitchspeed;
+float autocvar_g_vehicle_raptor_pitchlimit;
+
+float autocvar_g_vehicle_raptor_speed_forward;
+float autocvar_g_vehicle_raptor_speed_strafe;
+float autocvar_g_vehicle_raptor_speed_up;
+float autocvar_g_vehicle_raptor_speed_down;
+float autocvar_g_vehicle_raptor_friction;
+
+float autocvar_g_vehicle_raptor_bomblets;
+float autocvar_g_vehicle_raptor_bomblet_alt;
+float autocvar_g_vehicle_raptor_bomblet_time;
+float autocvar_g_vehicle_raptor_bomblet_damage;
+float autocvar_g_vehicle_raptor_bomblet_spread;
+float autocvar_g_vehicle_raptor_bomblet_edgedamage;
+float autocvar_g_vehicle_raptor_bomblet_radius;
+float autocvar_g_vehicle_raptor_bomblet_force;
+float autocvar_g_vehicle_raptor_bomblet_explode_delay;
+float autocvar_g_vehicle_raptor_bombs_refire;
+
+float autocvar_g_vehicle_raptor_cannon_turnspeed;
+float autocvar_g_vehicle_raptor_cannon_turnlimit;
+float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
+float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
+
+float autocvar_g_vehicle_raptor_cannon_locktarget;
+float autocvar_g_vehicle_raptor_cannon_locking_time;
+float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
+float autocvar_g_vehicle_raptor_cannon_locked_time;
+float autocvar_g_vehicle_raptor_cannon_predicttarget;
+
+float autocvar_g_vehicle_raptor_cannon_cost;
+float autocvar_g_vehicle_raptor_cannon_damage;
+float autocvar_g_vehicle_raptor_cannon_radius;
+float autocvar_g_vehicle_raptor_cannon_refire;
+float autocvar_g_vehicle_raptor_cannon_speed;
+float autocvar_g_vehicle_raptor_cannon_spread;
+float autocvar_g_vehicle_raptor_cannon_force;
+
+float autocvar_g_vehicle_raptor_energy;
+float autocvar_g_vehicle_raptor_energy_regen;
+float autocvar_g_vehicle_raptor_energy_regen_pause;
+
+float autocvar_g_vehicle_raptor_health;
+float autocvar_g_vehicle_raptor_health_regen;
+float autocvar_g_vehicle_raptor_health_regen_pause;
+
+float autocvar_g_vehicle_raptor_shield;
+float autocvar_g_vehicle_raptor_shield_regen;
+float autocvar_g_vehicle_raptor_shield_regen_pause;
+
+float autocvar_g_vehicle_raptor_bouncefactor;
+float autocvar_g_vehicle_raptor_bouncestop;
+vector autocvar_g_vehicle_raptor_bouncepain;
void raptor_spawn();
-void raptor_return();
-float raptor_pplug();
+float raptor_frame();
float raptor_takeoff();
-float raptor_land();
.entity bomb1;
.entity bomb2;
float raptor_altitude(float amax)
{
- tracebox(self.origin, self.mins, self.maxs, '0 0 -1' * amax, TRUE, self);
- if(trace_fraction == 1)
- return amax+1;
- else
- return vlen(self.origin - trace_endpos);
+ tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self);
+ return vlen(self.origin - trace_endpos);
}
-void raptor_loadsettings()
-{
- raptor_movestyle = CCVAR("_movestyle");
- raptor_turnspeed = CCVAR("_turnspeed");
- raptor_turnroll = CCVAR("_turnroll");
- raptor_pitchspeed = CCVAR("_pitchspeed");
- raptor_speed_forward = CCVAR("_speed_forward");
- raptor_speed_strafe = CCVAR("_speed_strafe");
- raptor_speed_up = CCVAR("_speed_up");
- raptor_speed_down = CCVAR("_speed_down");
-
- raptor_bomblet_waves = CCVAR("_bomblet_waves ");
- raptor_bomblet_wavefirst = CCVAR("_bomblet_wavefirst");
- raptor_bomblet_wavenext = CCVAR("_bomblet_wavenext");
- raptor_bomblet_wawespread = CCVAR("_bomblet_wawespread");
- raptor_bomblets = CCVAR("_bomblets");
- raptor_bomblet_damage = CCVAR("_bomblet_damage");
- raptor_bomblet_edgedamage = CCVAR("_bomblet_edgedamage");
- raptor_bomblet_radius = CCVAR("_bomblet_radius");
- raptor_bomblet_force = CCVAR("_bomblet_force ");
- raptor_bombs_refire = CCVAR("_bombs_refire");
-
- raptor_beam_dps = CCVAR("_beam_dps");
- raptor_beam_fops = CCVAR("_beam_fops");
- raptor_beam_aps = CCVAR("_beam_aps");
- raptor_beam_size = CCVAR("_beam_size");
- raptor_beam_leangth = CCVAR("_beam_length");
- raptor_beam_refire = CCVAR("_beam_refire");
-
- raptor_shield_max = CCVAR("_shield");
- raptor_shield_regen = CCVAR("_shield_regen");
-
- raptor_health_max = CCVAR("_health");
- raptor_health_regen = CCVAR("_health_regen");
-
- raptor_energy_max = CCVAR("_energy");
- raptor_energy_regen = CCVAR("_energy_regen");
-}
-void raptor_bombs_return()
+void raptor_bomblet_boom()
{
- self.owner.bomb1.alpha = 1;
- self.owner.bomb2.alpha = 1;
+ RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
+ autocvar_g_vehicle_raptor_bomblet_edgedamage,
+ autocvar_g_vehicle_raptor_bomblet_radius, world, world,
+ autocvar_g_vehicle_raptor_bomblet_force, DEATH_RAPTOR_BOMB, world);
remove(self);
}
-void raptor_bomblet_boom()
+void raptor_bomblet_touch()
{
- if(other.enemy == self.enemy)
+ if(other == self.owner)
return;
- pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
- RadiusDamage (self, self.enemy, raptor_bomblet_damage, raptor_bomblet_edgedamage, raptor_bomblet_radius, world, raptor_bomblet_force, DEATH_SBROCKET, world);
- remove(self);
+ PROJECTILE_TOUCH;
+ self.think = raptor_bomblet_boom;
+ self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
}
void raptor_bomb_burst()
{
- self.angles = vectoangles(self.velocity);
-
- if(self.cnt < time)
+ if(self.cnt > time)
+ if(autocvar_g_vehicle_raptor_bomblet_alt)
{
- entity bomblet;
- float i,v;
- vector d;
-
- makevectors(self.angles);
- v = vlen(self.velocity) + random();
- d = normalize(self.velocity);
- pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
-
- for(i = 0; i < raptor_bomblets; ++i)
- {
-
- bomblet = spawn();
- setorigin(bomblet,self.origin);
-
- setmodel(bomblet,"models/vehicles/raptor_bomb.dpm");
- bomblet.scale = 0.5;
-
- bomblet.owner = self.owner;
- bomblet.enemy = self.enemy;
-
- bomblet.solid = SOLID_TRIGGER;
- bomblet.movetype = MOVETYPE_BOUNCE;
- bomblet.touch = raptor_bomblet_boom;
-
- bomblet.think = raptor_bomblet_boom;
- bomblet.nextthink = time + 5;
-
- //bomblet.modelflags = MF_ROCKET;
- bomblet.modelflags = MF_GRENADE;
-
- bomblet.velocity = normalize(d + randomvec() * raptor_bomblet_wawespread) * v;
-
- bomblet.angles = vectoangles(bomblet.velocity);
- }
-
- self.wait -= 1;
- if(self.wait <= 0)
+ self.nextthink = time;
+ traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
+ if((trace_fraction == 1.0) || (vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius))
{
- remove(self);
+ UpdateCSQCProjectile(self);
return;
}
-
- self.cnt = time + raptor_bomblet_wavenext;
}
- self.nextthink = time;
-}
+ entity bomblet;
+ float i;
-void raptor_bomb_touch()
-{
- raptor_bomb_burst();
+ Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_RAPTOR_BOMB_SPLIT, 0, self);
+
+ for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
+ {
+ bomblet = spawn();
+ setorigin(bomblet, self.origin);
+
+ bomblet.movetype = MOVETYPE_TOSS;
+ bomblet.touch = raptor_bomblet_touch;
+ bomblet.think = raptor_bomblet_boom;
+ bomblet.nextthink = time + 5;
+ bomblet.owner = self.owner;
+ bomblet.realowner = self.realowner;
+ bomblet.velocity = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
+
+ PROJECTILE_MAKETRIGGER(bomblet);
+ CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
+ }
+
+ remove(self);
}
void raptor_bombdrop()
{
entity bomb_1, bomb_2;
- self.bomb1.alpha = 0.25;
- self.bomb2.alpha = 0.25;
-
bomb_1 = spawn();
bomb_2 = spawn();
- setmodel(bomb_1,"models/vehicles/raptor_bomb.dpm");
- setmodel(bomb_2,"models/vehicles/raptor_bomb.dpm");
-
setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
- bomb_1.movetype = bomb_2.movetype = MOVETYPE_TOSS;
- bomb_1.velocity = bomb_2.velocity = self.velocity;
- bomb_1.touch = bomb_2.touch = raptor_bomb_touch;
- bomb_1.think = bomb_2.think = raptor_bomb_burst;
- bomb_1.nextthink = bomb_2.nextthink = time;
- bomb_1.cnt = bomb_2.cnt = time + raptor_bomblet_wavefirst;
- bomb_1.wait = bomb_2.wait = raptor_bomblet_waves;
-
- bomb_1.avelocity = bomb_2.avelocity = '0 0 180';
- bomb_1.owner = bomb_2.owner = self;
- bomb_1.enemy = bomb_2.enemy = self.owner;
- bomb_1.angles = bomb_2.angles = self.angles;
+ bomb_1.movetype = bomb_2.movetype = MOVETYPE_BOUNCE;
+ bomb_1.velocity = bomb_2.velocity = self.velocity;
+ bomb_1.touch = bomb_2.touch = raptor_bomb_burst;
+ bomb_1.think = bomb_2.think = raptor_bomb_burst;
+ bomb_1.cnt = bomb_2.cnt = time + 10;
+
+ if(autocvar_g_vehicle_raptor_bomblet_alt)
+ bomb_1.nextthink = bomb_2.nextthink = time;
+ else
+ bomb_1.nextthink = bomb_2.nextthink = time + autocvar_g_vehicle_raptor_bomblet_time;
+
+ bomb_1.owner = bomb_2.owner = self;
+ bomb_1.realowner = bomb_2.realowner = self.owner;
bomb_1.solid = bomb_2.solid = SOLID_BBOX;
+ bomb_1.gravity = bomb_2.gravity = 1;
- bomb_1 = spawn();
- bomb_1.owner = self;
- bomb_1.think = raptor_bombs_return;
- bomb_1.nextthink = time + raptor_bombs_refire;
+ PROJECTILE_MAKETRIGGER(bomb_1);
+ PROJECTILE_MAKETRIGGER(bomb_2);
+
+ CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
+ CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
}
-void raptor_animator_think()
+
+void raptor_fire_cannon(entity gun, string tagname)
{
- self.owner.frame += 1;
- if(self.owner.frame == self.cnt)
- remove(self);
- else
- self.nextthink = time + self.wait;
+ vehicles_projectile("raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
+ gettaginfo(gun, gettagindex(gun, tagname)), normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
+ autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force, 0,
+ DEATH_RAPTOR_CANNON, PROJECTILE_RAPTORCANNON, 0, TRUE, TRUE);
}
-void raptor_setanim(float start, float end, float length)
+void raptor_think()
{
- entity ani;
- if(self.tur_head.enemy)
- ani = self.tur_head.enemy;
- else
- ani = spawn();
-
- self.tur_head.enemy = ani;
- ani.owner = self;
- self.frame = start;
- ani.cnt = end;
- ani.wait = sys_frametime / length;
- ani.think = raptor_animator_think;
- ani.nextthink = time + ani.wait;
}
-void raptor_beam (vector start, vector end, vector smin, vector smax, float bforce, float f_dmg, float deathtype)
+void raptor_enter()
{
- vector hitloc, force, endpoint, dir;
- entity ent;
+ self.owner.PlayerPhysplug = raptor_takeoff;
+ self.movetype = MOVETYPE_BOUNCEMISSILE;
+ self.solid = SOLID_SLIDEBOX;
+ self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
+ self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
+ self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
+ self.tur_head.exteriormodeltoclient = self.owner;
- dir = normalize(end - start);
- force = dir * bforce;
+ self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
+ self.lip = time;
- // go a little bit into the wall because we need to hit this wall later
- end = end + dir;
+ if(self.owner.flagcarried)
+ setorigin(self.owner.flagcarried, '-20 0 96');
- // trace multiple times until we hit a wall, each obstacle will be made unsolid.
- // note down which entities were hit so we can damage them later
- while (1)
- {
- tracebox(start, smin, smax, end, FALSE, world);
-
- // if it is world we can't hurt it so stop now
- if (trace_ent == world || trace_fraction == 1)
- break;
-
- if (trace_ent.solid == SOLID_BSP)
- break;
+}
- // make the entity non-solid so we can hit the next one
- trace_ent.railgunhit = TRUE;
- trace_ent.railgunhitloc = end;
- trace_ent.railgunhitsolidbackup = trace_ent.solid;
+void raptor_land()
+{
+ float hgt;
+
+ hgt = raptor_altitude(512);
+ self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
+ self.angles_x *= 0.95;
+ self.angles_z *= 0.95;
- // make the entity non-solid
- trace_ent.solid = SOLID_NOT;
- }
+ if(hgt < 128)
+ if(hgt > 0)
+ self.frame = (hgt / 128) * 25;
- endpoint = trace_endpos;
+ self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
+ self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
- // find all the entities the railgun hit and hurt them
- ent = findchainfloat(railgunhit, TRUE);
- while (ent)
+ if(hgt < 16)
{
- // get the details we need to call the damage function
- ent.solid = ent.railgunhitsolidbackup;
- hitloc = ent.railgunhitloc;
- ent.railgunhitloc = '0 0 0';
- ent.railgunhitsolidbackup = SOLID_NOT;
- ent.railgunhit = FALSE;
-
- // apply the damage
- if (ent.takedamage)
- Damage (ent, self, self, f_dmg, deathtype, hitloc, force);
-
- ent = ent.chain;
+ self.movetype = MOVETYPE_TOSS;
+ self.think = raptor_think;
+ self.frame = 0;
}
- trace_endpos = endpoint;
-}
-
-
-void raptor_enter()
-{
- // Remove this when bots know how to use vehicles
- if (clienttype(other) != CLIENTTYPE_REAL)
- return;
-
- if(teams_matter)
- if(self.team)
- if(self.team != other.team)
- return;
-
- self.owner = other;
- self.switchweapon = other.switchweapon;
-
- self.event_damage = vehicle_stdproc_damage;
- self.colormap = self.owner.colormap;
- self.vehicle_hudmodel.viewmodelforclient = self.owner;
- self.nextthink = 0;
- self.owner.angles = self.angles;
- self.owner.takedamage = DAMAGE_NO;
- self.owner.solid = SOLID_NOT;
- self.owner.movetype = MOVETYPE_NOCLIP;
- self.owner.alpha = -1;
- self.owner.PlayerPhysplug = raptor_takeoff;
- self.owner.vehicle = self;
- self.owner.event_damage = SUB_Null;
- self.owner.hud = HUD_RAPTOR;
- self.owner.vehicle_health = self.vehicle_health / raptor_health_max;
- self.owner.vehicle_shield = self.vehicle_shield / raptor_shield_max;
- self.owner.view_ofs = '0 0 1';
- self.owner.vehicle_ammo1 = self.vehicle_ammo1;
- self.owner.vehicle_ammo2 = self.vehicle_ammo2;
- self.owner.vehicle_reload1 = self.vehicle_reload1;
- self.owner.vehicle_reload2 = self.vehicle_reload2;
-
- other.flags &~= FL_ONGROUND;
- self.flags &~= FL_ONGROUND;
-
- self.frame = 0;
- raptor_setanim(0, 25, 1);
-
- self.team = self.owner.team;
- self.flags -= FL_NOTARGET;
- self.velocity = '0 0 1';
-
- setorigin(other,self.origin + '0 0 32');
- other.velocity = self.velocity;
-
- other.flags &~= FL_ONGROUND;
- msg_entity = other;
- WriteByte (MSG_ONE, SVC_SETVIEWPORT);
- WriteEntity( MSG_ONE, self.vehicle_viewport);
-
- WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
- WriteAngle(MSG_ONE, self.angles_x * -1); // tilt
- WriteAngle(MSG_ONE, self.angles_y); // yaw
- WriteAngle(MSG_ONE, 0); // roll
+ self.nextthink = time;
}
void raptor_exit(float eject)
{
- self.colormap = 1024;
- self.flags = FL_NOTARGET;
-
- if not (self.owner)
- return;
-
- msg_entity = self.owner;
- WriteByte (MSG_ONE, SVC_SETVIEWPORT);
- WriteEntity( MSG_ONE, self.owner);
-
- WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
- WriteAngle(MSG_ONE, 0); // tilt
- WriteAngle(MSG_ONE, self.angles_y); // yaw
- WriteAngle(MSG_ONE, 0); // roll
+ vector spot;
+ self.tur_head.exteriormodeltoclient = world;
- if (self.deadflag == DEAD_NO)
+ if(self.deadflag == DEAD_NO)
{
- //self.think = racer_exitthink;
- self.nextthink = time;
+ self.think = raptor_land;
+ self.nextthink = time;
}
- self.owner.takedamage = DAMAGE_AIM;
- self.owner.solid = SOLID_SLIDEBOX;
- self.owner.movetype = MOVETYPE_WALK;
-
- setsize(self.owner,PL_MIN,PL_MAX);
-
- self.owner.effects &~= EF_NODRAW;
- self.owner.alpha = 1;
- self.owner.PlayerPhysplug = SUB_Null;
- self.owner.vehicle = world;
- self.owner.view_ofs = PL_VIEW_OFS;
- self.owner.event_damage = PlayerDamage;
- self.owner.hud = HUD_NORMAL;
- //self.exteriormodeltoclient = self;
-
- self.vehicle_hudmodel.viewmodelforclient = self;
+ if not (self.owner)
+ return;
+ makevectors(self.angles);
if(eject)
{
- makevectors(self.angles);
- setorigin(self.owner,self.origin + v_forward * 100);
+ spot = self.origin + v_forward * 100 + '0 0 64';
+ spot = vehicles_findgoodexit(spot);
+ setorigin(self.owner , spot);
self.owner.velocity = (v_up + v_forward * 0.25) * 750;
+ self.owner.oldvelocity = self.owner.velocity;
}
else
{
- self.owner.velocity = (v_forward) * -150;
- setorigin(self.owner,self.origin - v_forward * 128);
+ self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed;
+ self.owner.oldvelocity = self.owner.velocity;
+ spot = self.origin - v_forward * 200 + '0 0 64';
+ spot = vehicles_findgoodexit(spot);
+ setorigin(self.owner , spot);
}
-
+ antilag_clear(self.owner);
self.owner = world;
-
- if (self.deadflag != DEAD_NO)
- {
- entity ret;
- ret = spawn();
- ret.enemy = self;
- ret.think = raptor_return;
- ret.nextthink = time + autocvar_g_vehicle_racer_respawntime;
- }
}
-
-float raptor_pplug()
+float raptor_takeoff()
{
- entity player, vhic;
- float ftmp, ftmp2, energy_used;
- vector df;
-
-
- if(autocvar_g_vehicle_raptor_reload)
- {
- raptor_loadsettings();
- cvar_set("g_vehicle_raptor_reload","0");
- }
-
+ entity player, raptor;
+
player = self;
- vhic = self.vehicle;
- self = vhic;
-
- if(player.BUTTON_USE)
+ raptor = self.vehicle;
+ self = raptor;
+ if(self.sound_nexttime < time)
+ {
+ self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
+ sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTN_NORM);
+ }
+
+ // Takeoff sequense
+ if(raptor.frame < 25)
{
- self = vhic;
- raptor_exit(0);
- self = player;
- return 0;
- }
+ raptor.frame += 0.25;
+ raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
+ self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
+ self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
+ player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
- if(vhic.deadflag != DEAD_NO)
- {
- self = player;
- player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
- return 1;
+ setorigin(player, raptor.origin + '0 0 32');
}
+ else
+ player.PlayerPhysplug = raptor_frame;
+
+ if(self.vehicle_flags & VHF_SHIELDREGEN)
+ vehicles_regen(dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime);
- vhic.angles_x *= -1;
- // Rotate Body
- ftmp = raptor_turnspeed * sys_frametime;
+ if(self.vehicle_flags & VHF_HEALTHREGEN)
+ vehicles_regen(dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime);
- ftmp = bound(-ftmp, shortangle_f(player.v_angle_y - vhic.angles_y, vhic.angles_y), ftmp);
+ if(self.vehicle_flags & VHF_ENERGYREGEN)
+ vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
- // Roll
- //ftmp = bound(-90,shortangle_f(player.v_angle_z + ((vhic.angles_y - ftmp2) * raptor_turnroll), vhic.angles_z),90);
- //ftmp = safeangle(vhic.angles_z + ftmp);
- //vhic.angles_z = ftmp;
- // Turn
- vhic.angles_y = anglemods(vhic.angles_y + ftmp);
+ raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
+ player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
- // Pitch Body
- ftmp = raptor_pitchspeed * sys_frametime;
+ VEHICLE_UPDATE_PLAYER(health, raptor);
+ VEHICLE_UPDATE_PLAYER(energy, raptor);
+ if(self.vehicle_flags & VHF_HASSHIELD)
+ VEHICLE_UPDATE_PLAYER(shield, raptor);
- ftmp = bound(-ftmp, shortangle_f(player.v_angle_x - vhic.angles_x,vhic.angles_x), ftmp);
+ player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
+ self = player;
+ return 1;
+}
- vhic.angles_x = bound(-60,anglemods(vhic.angles_x + ftmp),60);
- vhic.angles_x *= -1;
+float raptor_frame()
+{
+ entity player, raptor;
+ float ftmp = 0, ftmp2;
+ vector df;
+
+ if(intermission_running)
+ return 1;
- if(raptor_movestyle == 1)
+ player = self;
+ raptor = self.vehicle;
+ self = raptor;
+ vehicles_painframe();
+ /*
+ ftmp = vlen(self.velocity);
+ if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
+ ftmp = 1;
+ else
+ ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
+ */
+
+ if(self.sound_nexttime < time)
+ {
+ self.sound_nexttime = time + 7.955812;
+ //sound (self.tur_head, CH_TRIGGER_SINGLE, "vehicles/raptor_fly.wav", 1 - ftmp, ATTN_NORM );
+ sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", 1, ATTN_NORM);
+ self.wait = ftmp;
+ }
+ /*
+ else if(fabs(ftmp - self.wait) > 0.2)
{
- ftmp = vhic.angles_z;
- vhic.angles_z = 0;
- ftmp2 = vhic.angles_x;
- vhic.angles_x = 0;
- fixedmakevectors(vhic.angles);
- vhic.angles_z = ftmp;
- vhic.angles_x = ftmp2;
+ sound (self.tur_head, CH_TRIGGER_SINGLE, "", 1 - ftmp, ATTN_NORM );
+ sound (self, CH_TRIGGER_SINGLE, "", ftmp, ATTN_NORM);
+ self.wait = ftmp;
+ }
+ */
+
+ if(raptor.deadflag != DEAD_NO)
+ {
+ self = player;
+ player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
+ return 1;
}
+ crosshair_trace(player);
+
+ vector vang;
+ vang = raptor.angles;
+ df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
+ vang_x *= -1;
+ df_x *= -1;
+ if(df_x > 180) df_x -= 360;
+ if(df_x < -180) df_x += 360;
+ if(df_y > 180) df_y -= 360;
+ if(df_y < -180) df_y += 360;
+
+ ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
+ if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360;
+ raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
+
+ // Pitch
+ ftmp = 0;
+ if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
+ else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
+
+ df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
+ ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
+ raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
+
+ raptor.angles_x = anglemods(raptor.angles_x);
+ raptor.angles_y = anglemods(raptor.angles_y);
+ raptor.angles_z = anglemods(raptor.angles_z);
+
+ if(autocvar_g_vehicle_raptor_movestyle == 1)
+ makevectors('0 1 0' * raptor.angles_y);
else
- fixedmakevectors(vhic.angles);
+ makevectors(player.v_angle);
- df = vhic.velocity * -1;
+ df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
if(player.movement_x != 0)
{
if(player.movement_x > 0)
- df += v_forward * raptor_speed_forward;
+ df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
else if(player.movement_x < 0)
- df -= v_forward * raptor_speed_forward;
+ df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
}
if(player.movement_y != 0)
{
if(player.movement_y < 0)
- df -= v_right * raptor_speed_strafe;
+ df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
else if(player.movement_y > 0)
- df += v_right * raptor_speed_strafe;
+ df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
- vhic.angles_z = bound(-30,vhic.angles_z + (player.movement_y / raptor_speed_strafe),30);
+ raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
}
else
{
- vhic.angles_z *= 0.95;
- if(vhic.angles_z >= -1 && vhic.angles_z <= -1)
- vhic.angles_z = 0;
+ raptor.angles_z *= 0.95;
+ if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
+ raptor.angles_z = 0;
}
if(player.BUTTON_CROUCH)
- df -= v_up * raptor_speed_down;
+ df -= v_up * autocvar_g_vehicle_raptor_speed_down;
else if (player.BUTTON_JUMP)
- df += v_up * raptor_speed_up;
- //else
- //df_z = vhic.velocity_z * -1;
-
- vhic.velocity += df * frametime;
- player.velocity = player.movement = vhic.velocity;
- setorigin(player,vhic.origin + '0 0 32');
+ df += v_up * autocvar_g_vehicle_raptor_speed_up;
- // Aim the gunz
- /*
- vector target_angle, move_angle, org1, org2, targ;
+ raptor.velocity += df * frametime;
+ player.velocity = player.movement = raptor.velocity;
+ setorigin(player, raptor.origin + '0 0 32');
- makevectors(player.v_angle);
-
- //targ = (vhic.origin + player.view_ofs) + v_forward * MAX_SHOT_DISTANCE;
- targ = player.cursor_trace_endpos;
-
- org1 = gettaginfo(vhic.gun1,gettagindex(vhic.gun1, "fire1"));
- org2 = gettaginfo(vhic.gun2,gettagindex(vhic.gun2, "fire1"));
+ vector vf, ad;
+ // Target lock & predict
+ if(autocvar_g_vehicle_raptor_cannon_locktarget)
+ {
- traceline(vhic.origin + player.view_ofs, targ, FALSE, vhic);
- targ = trace_endpos;
+ vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
+ (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
+ autocvar_g_vehicle_raptor_cannon_locked_time);
- // Find the direction
- target_angle = vectoangles(normalize(targ - org1)); // And make a angle
+ if(self.lock_target != world)
+ if(autocvar_g_vehicle_raptor_cannon_predicttarget)
+ if(self.lock_strength == 1)
+ {
+ float i, distance, impact_time;
+
+ vf = real_origin(raptor.lock_target);
+ ad = vf;
+ for(i = 0; i < 4; ++i)
+ {
+ distance = vlen(ad - raptor.origin);
+ impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
+ ad = vf + raptor.lock_target.velocity * impact_time;
+ }
+ trace_endpos = ad;
+ }
- // Find the diffrence between where we currently aim and where we want to aim
- move_angle = target_angle - (vhic.angles + vhic.gun1.angles);
- move_angle = shortangle_vxy(move_angle,(vhic.angles + vhic.gun1.angles));
- vhic.gun1.angles_x = bound(-10, move_angle_x + vhic.gun1.angles_x, 10);
- vhic.gun1.angles_y = bound(-15, move_angle_y + vhic.gun1.angles_y, 15);
+ if(self.lock_target)
+ {
+ if(raptor.lock_strength == 1)
+ UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
+ else if(self.lock_strength > 0.5)
+ UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
+ else if(self.lock_strength < 0.5)
+ UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
+ }
+ }
- // Find the direction
- target_angle = vectoangles(normalize(targ - org2)); // And make a angle
+ // Aim the gunz
+ ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
+ ftmp = -ftmp2;
+
+ // Gun1
+ df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
+ //ad = df;
+ //vf = v_forward;
+ df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
+ df = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(raptor.angles), AnglesTransform_FromAngles(df))) - raptor.gun1.angles;
+ df = shortangle_vxy(df, raptor.gun1.angles);
+
+ // Bind to aimspeed
+ df_x = bound(ftmp, df_x, ftmp2);
+ df_y = bound(ftmp, df_y, ftmp2);
+ // Bind to limts
+ raptor.gun1.angles_x = bound(-autocvar_g_vehicle_raptor_cannon_pitchlimit_down, df_x + raptor.gun1.angles_x, autocvar_g_vehicle_raptor_cannon_pitchlimit_up);
+ raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
+
+ // Gun2
+ df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
+ //ad += df;
+ //vf += v_forward;
+ df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
+ df = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(raptor.angles), AnglesTransform_FromAngles(df))) - raptor.gun2.angles;
+ df = shortangle_vxy(df, raptor.gun2.angles);
+
+ // Bind to aimspeed
+ df_x = bound(ftmp, df_x, ftmp2);
+ df_y = bound(ftmp, df_y, ftmp2);
+ // Bind to limts
+ raptor.gun2.angles_x = bound(-autocvar_g_vehicle_raptor_cannon_pitchlimit_down, df_x + raptor.gun2.angles_x, autocvar_g_vehicle_raptor_cannon_pitchlimit_up);
+ raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
- move_angle = target_angle - (vhic.angles + vhic.gun2.angles);
- move_angle = shortangle_vxy(move_angle,(vhic.angles + vhic.gun2.angles));
- vhic.gun2.angles_x = bound(-15,move_angle_x + vhic.gun2.angles_x,15);
- vhic.gun2.angles_y = bound(-20,move_angle_y + vhic.gun2.angles_y,20);
- */
+ /*
+ ad = ad * 0.5;
+ v_forward = vf * 0.5;
+ traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
+ UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
+ */
+
if(player.BUTTON_ATCK)
- if(vhic.vehicle_energy > (raptor_beam_aps * sys_frametime))
+ if(raptor.attack_finished_single <= time)
+ if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
{
- vector start;
- self = player;
-
- start = gettaginfo(vhic.gun1, gettagindex(vhic.gun1, "fire1"));
- traceline(start, start + v_forward * MAX_SHOT_DISTANCE, TRUE, player);
- te_lightning1(vhic.gun1, start, trace_endpos);
- raptor_beam(start, trace_endpos, '-1 -1 -1' * raptor_beam_size, '1 1 1' * raptor_beam_size, raptor_beam_fops * sys_frametime, raptor_beam_dps * sys_frametime, DEATH_SBROCKET);
-
-
- start = gettaginfo(vhic.gun2, gettagindex(vhic.gun2, "fire1"));
- traceline(start, start + v_forward * MAX_SHOT_DISTANCE, TRUE, player);
- te_lightning1(vhic.gun2, start, trace_endpos);
- raptor_beam(start, trace_endpos, '-1 -1 -1' * raptor_beam_size, '1 1 1' * raptor_beam_size, raptor_beam_fops * sys_frametime, raptor_beam_dps * sys_frametime, DEATH_SBROCKET);
-
- self = vhic;
-
- vhic.vehicle_energy -= raptor_beam_aps * sys_frametime;
- vhic.cnt = time + 1;
+ raptor.misc_bulletcounter += 1;
+ raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
+ if(raptor.misc_bulletcounter <= 2)
+ raptor_fire_cannon(self.gun1, "fire1");
+ else if(raptor.misc_bulletcounter == 3)
+ raptor_fire_cannon(self.gun2, "fire1");
+ else
+ {
+ raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
+ raptor_fire_cannon(self.gun2, "fire1");
+ raptor.misc_bulletcounter = 0;
+ }
+ raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
+ self.cnt = time;
}
- if(vhic.cnt < time)
- vhic.vehicle_energy = min(vhic.vehicle_energy += raptor_energy_regen * frametime, raptor_energy_max);
+ if(self.vehicle_flags & VHF_SHIELDREGEN)
+ vehicles_regen(dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime);
+
+ if(self.vehicle_flags & VHF_HEALTHREGEN)
+ vehicles_regen(dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime);
- player.vehicle_energy = vhic.vehicle_energy / raptor_energy_max;
+ if(self.vehicle_flags & VHF_ENERGYREGEN)
+ vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
+ if(time > raptor.delay)
if(player.BUTTON_ATCK2)
- if(time > vhic.delay)
{
raptor_bombdrop();
- vhic.delay = time + raptor_bombs_refire;
+ raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
+ raptor.lip = time;
}
- player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
- vehicle_stdproc_shiledregen(raptor_shield_max, frametime);
- vehicle_stdproc_healthregen(raptor_health_max, frametime);
-
- self = player;
-
- return 1;
-}
-
-float raptor_takeoff()
-{
- entity player, vhic;
+ raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
+ player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
- if(self.vehicle.frame < 25)
- return 1;
-
- player = self;
- vhic = self.vehicle;
- self = vhic;
+ VEHICLE_UPDATE_PLAYER(health, raptor);
+ VEHICLE_UPDATE_PLAYER(energy, raptor);
+ if(self.vehicle_flags & VHF_HASSHIELD)
+ VEHICLE_UPDATE_PLAYER(shield, raptor);
- if(raptor_altitude(512) <= 256)
- {
- vhic.velocity_z = min(vhic.velocity_z * 1.5, 256);
- }
- else
- {
- player.PlayerPhysplug = raptor_pplug;
- }
-
- player.BUTTON_CROUCH = player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
+ player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
+
self = player;
-
return 1;
}
-float raptor_land()
+void raptor_blowup()
{
- return 0;
-}
+ self.deadflag = DEAD_DEAD;
+ self.vehicle_exit(VHEF_NORMAL);
+ RadiusDamage (self, self, 250, 15, 250, world, world, 250, DEATH_WAKIBLOWUP, world);
-void raptor_return()
-{
- pointparticles(particleeffectnum("teleport"), self.enemy.origin + '0 0 64', '0 0 0', 1);
- self.enemy.think = raptor_spawn;
- self.enemy.nextthink = time;
- remove(self);
-}
+ self.alpha = -1;
+ self.movetype = MOVETYPE_NONE;
+ self.effects = EF_NODRAW;
+ self.colormod = '0 0 0';
+ self.avelocity = '0 0 0';
+ self.velocity = '0 0 0';
-void raptor_think()
-{
+ setorigin(self, self.pos1);
+ self.touch = SUB_Null;
+ self.nextthink = 0;
}
-void raptor_touch()
+void raptor_diethink()
{
- if(self.owner)
+ if(random() < 0.1)
{
- if(vlen(self.velocity) == 0)
- return;
-
- if(other.classname != "player")
- return;
-
- return;
+ sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
+ pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
}
-
- if(other.classname != "player")
- return;
-
- if(other.deadflag != DEAD_NO)
- return;
-
- if(other.vehicle != world)
- return;
-
- raptor_enter();
+ self.nextthink = time + 0.1;
}
void raptor_die()
{
self.health = 0;
self.event_damage = SUB_Null;
- self.iscreature = FALSE;
- self.solid = SOLID_NOT;
+ self.solid = SOLID_CORPSE;
self.takedamage = DAMAGE_NO;
- //self.touch = racer_dietouch;
self.deadflag = DEAD_DYING;
self.movetype = MOVETYPE_BOUNCE;
- self.wait = time;
-
- pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
+ self.think = raptor_diethink;
+ self.nextthink = time;
+
+ pointparticles(particleeffectnum("explosion_medium"), findbetterlocation (self.origin, 16), '0 0 0', 1);
- self.velocity += '0 0 128';
+ self.velocity_z += 600;
- if(random() < 0.5)
- self.avelocity_z = 45;
- else
- self.avelocity_z = -45;
+ self.avelocity = '0 0.5 1' * (random() * 400);
+ self.avelocity -= '0 0.5 1' * (random() * 400);
self.colormod = '-0.5 -0.5 -0.5';
+ self.touch = raptor_blowup;
+}
- self.think = raptor_spawn;
- self.nextthink = time + 5;
+void raptor_impact()
+{
+ if(autocvar_g_vehicle_raptor_bouncepain_x)
+ vehilces_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
}
void raptor_spawn()
{
- self.flags = FL_NOTARGET;
- self.effects = 0;
-
- self.vehicle_health = raptor_health_max;
- self.vehicle_shield = raptor_shield_max;
-
- self.event_damage = vehicle_stdproc_damage;
- self.touch = raptor_touch;
-
- self.iscreature = TRUE;
- self.movetype = MOVETYPE_FLY;
- self.solid = SOLID_SLIDEBOX;
- self.takedamage = DAMAGE_AIM;
-
- self.alpha = 1;
- self.colormap = 1024;
- self.deadflag = DEAD_NO;
- self.bot_attack = TRUE;
-
- self.colormod = '1 1 1';
- self.avelocity = '0 0 0';
- self.velocity = '0 0 0';
-
+ self.frame = 0;
+ self.vehicle_health = autocvar_g_vehicle_raptor_health;
+ self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
+ self.movetype = MOVETYPE_TOSS;
+ self.solid = SOLID_SLIDEBOX;
self.vehicle_energy = 1;
- self.vehicle_hudmodel.viewmodelforclient = self;
- setorigin(self, self.pos1);
- self.angles = self.pos2;
+ self.bomb1.gun1.avelocity_y = 90;
+ self.bomb1.gun2.avelocity_y = -90;
- setsize(self,RAPTOR_MIN ,RAPTOR_MAX );
- pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
+ setsize(self, RAPTOR_MIN, RAPTOR_MAX );
self.delay = time;
+
+ self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
+ self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
+ self.vehicle_impact = raptor_impact;
}
-float raptor_customizeentityforclient()
+// If we dont do this ever now and then, the raptors rotors
+// stop working, presumably due to angle overflow. cute.
+void raptor_rotor_anglefix()
{
- if(self.deadflag == DEAD_DEAD)
- return FALSE;
-
- /*
- if(other == self.owner)
- self.alpha = -1;
- else
- self.alpha = 1;
- */
-
- return TRUE;
+ self.gun1.angles_y = anglemods(self.gun1.angles_y);
+ self.gun2.angles_y = anglemods(self.gun2.angles_y);
+ self.nextthink = time + 15;
}
void raptor_dinit()
{
+ entity spinner;
+ vector ofs;
+
+ if not (vehicle_initialize(
+ "Raptor",
+ "models/vehicles/raptor.dpm",
+ "",
+ "models/vehicles/raptor_cockpit.dpm",
+ "", "tag_hud", "tag_camera",
+ HUD_RAPTOR,
+ RAPTOR_MIN, RAPTOR_MAX,
+ FALSE,
+ raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
+ raptor_frame,
+ raptor_enter, raptor_exit,
+ raptor_die, raptor_think,
+ FALSE))
+ {
+ remove(self);
+ return;
+ }
- if (self.netname == "")
- self.netname = "Raptor";
-
- setorigin(self, self.origin);
+ //FIXME: Camera is in a bad place in HUD model.
+ //setorigin(self.vehicle_viewport, '25 0 5');
self.frame = 0;
- setmodel(self,"models/vehicles/raptor.dpm");
-
self.bomb1 = spawn();
self.bomb2 = spawn();
+ self.gun1 = spawn();
+ self.gun2 = spawn();
- setmodel(self.bomb1,"models/vehicles/raptor_bomb.dpm");
- setmodel(self.bomb2,"models/vehicles/raptor_bomb.dpm");
+ setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
+ setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
+ setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
+ setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
+ setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
setattachment(self.bomb1, self,"bombmount_left");
setattachment(self.bomb2, self,"bombmount_right");
+ setattachment(self.tur_head, self,"root");
- if not (self.vehicle_hudmodel)
- {
- self.vehicle_hudmodel = spawn();
- setmodel(self.vehicle_hudmodel, "models/vehicles/raptor_cockpit.dpm");
- //setattachment(self.vehicle_hudmodel, self, "tag_viewport");
- setattachment(self.vehicle_hudmodel, self, "tag_hud");
- }
+ // FIXME Guns mounts to angled bones
+ self.bomb1.angles = self.angles;
+ self.angles = '0 0 0';
+ // This messes up gun-aim, so work arround it.
+ //setattachment(self.gun1, self, "gunmount_left");
+ ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
+ ofs -= self.origin;
+ setattachment(self.gun1, self, "");
+ setorigin(self.gun1, ofs);
- if not (self.vehicle_viewport)
- {
- self.vehicle_viewport = spawn();
- setmodel (self.vehicle_viewport, "null");
- setattachment(self.vehicle_viewport, self.vehicle_hudmodel, "tag_camera");
- }
+ //setattachment(self.gun2, self, "gunmount_right");
+ ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
+ ofs -= self.origin;
+ setattachment(self.gun2, self, "");
+ setorigin(self.gun2, ofs);
- if not (self.gun1)
- {
- self.gun1 = spawn();
- setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
- setattachment(self.gun1, self, "gunmount_left");
- }
+ self.angles = self.bomb1.angles;
+ self.bomb1.angles = '0 0 0';
- if not (self.gun2)
- {
- self.gun2 = spawn();
- setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
- setattachment(self.gun2, self, "gunmount_right");
- }
-
- self.tur_head = spawn();
- self.pos1 = self.origin;
- self.pos2 = self.angles;
-
- self.vehicle_hudmodel.viewmodelforclient = self;
- self.customizeentityforclient = raptor_customizeentityforclient;
-
- self.vehicle_die = raptor_die;
- self.vehicle_exit = raptor_exit;
-
-
- entity spinner;
spinner = spawn();
spinner.owner = self;
setmodel(spinner,"models/vehicles/spinner.dpm");
setattachment(spinner, self, "engine_left");
spinner.movetype = MOVETYPE_NOCLIP;
spinner.avelocity = '0 90 0';
+ self.bomb1.gun1 = spinner;
spinner = spawn();
spinner.owner = self;
setattachment(spinner, self, "engine_right");
spinner.movetype = MOVETYPE_NOCLIP;
spinner.avelocity = '0 -90 0';
+ self.bomb1.gun2 = spinner;
- addstat(STAT_HUD, AS_INT, hud);
- addstat(STAT_VEHICLESTAT_HEALTH, AS_FLOAT, vehicle_health);
- addstat(STAT_VEHICLESTAT_SHIELD, AS_FLOAT, vehicle_shield);
- addstat(STAT_VEHICLESTAT_ENERGY, AS_FLOAT, vehicle_energy);
-
- addstat(STAT_VEHICLESTAT_AMMO1, AS_INT, vehicle_ammo1);
- addstat(STAT_VEHICLESTAT_RELOAD1, AS_FLOAT, vehicle_reload1);
+ // Sigh.
+ self.bomb1.think = raptor_rotor_anglefix;
+ self.bomb1.nextthink = time;
- addstat(STAT_VEHICLESTAT_AMMO2, AS_INT, vehicle_ammo2);
- addstat(STAT_VEHICLESTAT_RELOAD2, AS_FLOAT, vehicle_reload2);
-
- raptor_spawn();
+ self.mass = 1 ;
}
void spawnfunc_vehicle_raptor()
{
- self.cvar_basename = "g_vehicle_raptor";
- raptor_loadsettings();
+ vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
- self.vehicle_flags = VHF_HASSHIELD | VHF_SHIELDREGEN;
+ self.vehicle_flags |= VHF_DMGSHAKE;
+ self.vehicle_flags |= VHF_DMGROLL;
+
+ if(autocvar_g_vehicle_raptor_shield)
+ self.vehicle_flags |= VHF_HASSHIELD;
- traceline(self.origin, self.origin - '0 0 2048', MOVE_WORLDONLY, self);
- if(trace_startsolid)
- {
- dprint("WARNING: vehicle_raptor placed in solid\n");
- traceline(self.origin + '0 0 512' ,self.origin - '0 0 2048',MOVE_WORLDONLY,self);
- if(trace_startsolid || trace_fraction == 1.0)
- {
- dprint("ERROR: vehicle_raptor placed in more then 512 units into solid\n");
- remove(self);
- return;
- }
- }
+ if(autocvar_g_vehicle_raptor_shield_regen)
+ self.vehicle_flags |= VHF_SHIELDREGEN;
- if(trace_fraction != 1.0)
- setorigin(self,trace_endpos + '0 0 8');
- else
- dprint("WARNING: vehicle_racer placed more then 2048 units above ground.\n");
+ if(autocvar_g_vehicle_raptor_health_regen)
+ self.vehicle_flags |= VHF_HEALTHREGEN;
+
+ if(autocvar_g_vehicle_raptor_energy_regen)
+ self.vehicle_flags |= VHF_ENERGYREGEN;
precache_model ("models/vehicles/raptor.dpm");
precache_model ("models/vehicles/raptor_gun.dpm");
precache_model ("models/vehicles/spinner.dpm");
precache_model ("models/vehicles/raptor_cockpit.dpm");
- precache_model ("models/vehicles/raptor_bomb.dpm");
-
-
+ //precache_model ("models/vehicles/clusterbomb.md3");
+ precache_model ("models/vehicles/clusterbomb_folded.md3");
+ precache_model ("models/vehicles/raptor_body.dpm");
+
+ precache_sound ("vehicles/raptor_fly.wav");
+ precache_sound ("vehicles/raptor_speed.wav");
+
self.think = raptor_dinit;
- self.nextthink = time + 1;
-}
-
-
-void spawnfunc_vehicle_raptor2()
-{
- entity iqm,dpm,md3;
-
- precache_model ("models/vehicles/test.iqm");
- precache_model ("models/vehicles/test.dpm");
- precache_model ("models/vehicles/test.md3");
-
- iqm = spawn();
- dpm = spawn();
- md3 = spawn();
- iqm.scale = md3.scale = dpm.scale = 10;
-
- //setmodel(iqm,"models/vehicles/test.iqm");
- //setmodel(dpm,"models/vehicles/test.dpm");
- setmodel(md3,"models/vehicles/test.md3");
-
- setorigin(iqm, self.origin + '0 0 16');
- setorigin(dpm, self.origin + '0 20 32');
- setorigin(iqm, self.origin + '0 40 48');
+
+ if(g_assault)
+ self.nextthink = time + 0.5;
+ else
+ self.nextthink = time + (autocvar_g_vehicles_delayspawn ? autocvar_g_vehicle_raptor_respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter) : 0.5);
}
+#endif // SVQC